I am building a drag and drop space ship builder. You build ships with ship parts. I am using collision shapes and bullet to detect physics collisions so that I know if the parts are attached or not. My problem is that when they are colliding and part a (shown in green in the picture) is moved into part b, I need to know how deep part a is in part b because I want to restrict how much they can overlap.
Anyone know how I can get this information to restrict transform movement?
EDIT: The answer must be shape and rotation accurate. I am using a HullCollisionShape